﻿#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.GamerServices;
using GameSushi.SourceGame;
#endregion

namespace GameSushi
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class SushiGame : Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        private Vector3 _screenScale;

        private Texture2D background;

        private SushiBoard sushiBoard;

        public SushiGame()
            : base()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            graphics.PreferredBackBufferWidth = GameConfig.VIRTUAL_SCREEN_WIDTH;
            graphics.PreferredBackBufferHeight = GameConfig.VIRTUAL_SCREEN_HEIGHT;
            graphics.ApplyChanges();


        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            sushiBoard = new SushiBoard();
            sushiBoard.init();
            IsMouseVisible = true;
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // calculate scale Screen. 
            var _scaleX = (float)GraphicsDevice.Viewport.Width / (float)GameConfig.VIRTUAL_SCREEN_WIDTH;
            var _scaleY = (float)GraphicsDevice.Viewport.Height / (float)GameConfig.VIRTUAL_SCREEN_HEIGHT;
            _screenScale = new Vector3(_scaleX, _scaleY, 1.0f);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here

            //load background
            background = Content.Load<Texture2D>("background");

            //load resoure Sushi
            SushiName.Instance.LoadTexureSushi(Content);

        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                Exit();

            // TODO: Add your update logic here
            sushiBoard.Update((float)gameTime.ElapsedGameTime.Milliseconds);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);

            var _scaleMatrix = Matrix.CreateScale(_screenScale);

            spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _scaleMatrix);
            spriteBatch.Draw(background, new Rectangle(0, 0, 800, 480), Color.White);
            spriteBatch.End();

            sushiBoard.Draw(spriteBatch, _screenScale);
        }
    }
}
